That’s why I said that you can not do it all without finishing it in PMXE. Separate Japanese and English name fields are a feature of PMX model format, Blender is simply not aware of them. It is a powerful editor and a great help, no doubt about that… but using MMD_Tools does not make it an MMD tool, so to speak. Not the native one.

Japanese bone names, at least the key ones, are required by MMD for the model to work normally. This means that without these names, most motion data will not work with the model.

English translated bone names are merely labels and in themselves have no technical functionality. These fields can in fact be in any language or even glibberish, and the model will still work so long as the required Japanese bone name set remains intact.

If you add a new bone for something that is not in the mandatory bone set, the name can be in English and the model will still work.

If you use MMD Tools plugin, you’ll find that it adds new categories (custom data) to your bone tab. In these fields, you can specify a Japanese and English name for export.

If you’re not interested in export, but are animating solely in Blender and want to import animation data for .vmd files, just rename your Blender bones (and vertex groups, but IIRC Blender does that for you) to the appropriate Japanese names.

hi im wondering if any of you people are highly experienced in mmd tools
i have a model here that i rigged and use for mmd but when i add the motion to this model the only thing that actually moves is the master bone.

so im wondering if any of you people can somehow fix this problem that i have.

More precisely, unless you fill Japanese name fields with those names, yes (English fields are only for convenience, and many Japanese model-makers just leave them unattended).

Off the top of my head, I can’t think of a way to *easily* rename all bones from arbitrary names like bone.001. Depending on how well you know your model, it might be quicker to use one of two methods: open two PMXE windows side-by-side, one with your model and another with a well-developed model that already has all bones named, and find an equivalent for each (invisible “destination” bones you can skip for speed). Or, you can select all bones in the main window’s Bones panel’s list, press Ctrl-C, and paste the result into a simple text editor, like Notepad++ (a regular Windows Notepad may garble Japanese characters to you). Then fill Japanese fields in the text, and copy-paste bones’ descriptions back into PMXE.

So…i guess i have to rename masterbone.001 to
This? >マスターボーン.001 in the Japanese field to each name of each bone like that?

And btw since im doing this in blender using mmd tools its not necessarily recommended to use pmxe since i have all those features in blender it’s just i have to operate differently so notepad and excel will be useless if have to rely on that first.

The masterbone should be called 全ての親, the centerbone should be センター, no “.001” or some other nonsense. *Each* bone must be named *exactly* as their equivalents are called in other MMD models, that’s why I offered to open two corresponding models side by side in PMXE, to get proper names that should be there. If you can name them properly using mmdtools, godspeed to you. You’re free to do in Blender anything it is capable of, just don’t expect the result to be ready out of the box for using in MMD without final polishing.

jhon daveson

June 17, 2018

That’s fine by me if renameing them equivalently does solve my problem but somehow still becomes incomplete in mmd i will surely let you know otherwise.

Btw do you know anyone else here that has better experience in blender besides mae?

While it’s possible to specify the colors you want from Blender, that’s a situation where it’s probably better to do it in PMXE, because it’s actually easier, and Blender won’t give you a proper MMD preview anyways– what a color looks like in Blender won’t be what it looks like in MMD.

ALL models made in ANY 3D program that is intended for use with MMD MUST be processed using the PMD or PMX Editor, with the possible exception of Metasequoia (Japanese version with the relevant plugins).

MMD models have their own set of technical requirements and particular ways of doing things, so this is why these extra steps are required.

But for a lot of things, it’s still smarter to do them in PMXE following export. For example, it’s difficult and slow to get Blender to show you accurate material previews, while PMXE will show them to you right away. Physics for MMD models are, in most respects, easier to edit in PMXE. And for some advanced bone work, Blender and MMD do not agree, so it is better to do that kind of work in PMXE. (Bur for any realistic bone work, doing it in Blender and exporting via MMD tools is fine.)

Hi… I have a model that I created using the makehuman plugins for blender.
The Question is :
– when I try to export the pmx file using the mmd tool, I don’t find the pmx file in the directory. I have used the mmd_tool plugin according to the suggestion given (blender_mmd_tools-dev_test)
but
– when I try to export the pmx file using Meshio plugin the pmx file is successfully generated, but when I import to PMXE, only a portion of the object appears, in this case, only body parts are available, while the other parts are missing.

Look for error messages on the console. If you don’t get any error messages, consider making a bug report for either. There are a number of ways that a model can be messed up, and sometimes when the plugins don’t know what to do with something, they just give up.

Consider breaking the model down into parts. Does the hair export properly? Do the pants? Then those aren’t the problem, something else is. Export mesh + MB only, export armature only, export armature + physics only to rule out sources of your problem.

https://www.deviantart.com/hogarth-mmd has some experience with exporting make-human models to MMD and might share likely sources of trouble. I’m not familiar with that add-on myself. If you want to send a file to MMD, it’ll probably reach me and I’d take a closer look at it.

Try using file->PMX info in PMXE and copy/pasting the text into a translation service. It should give you a list of issues with your model, good places to look to fix things. If you fix all issues listed, please feel free to send us a copy of the model and we will be happy to take a look at it.

So what I’d recommend doing is uninstalling and deleting Pymeshio and your version of mmd_tools and installing the new version from that link. Powroupi’s mmd_tools fork is very stable, very useful, although there are still a few remaining issues with it.

Generally a procedure to install Blender plugins is: download it, launch Blender, select “File->User Preferences->Addons”, and click “Install from File”. Find the .zip you downloaded and install it. After that, find its titles in the list of installed plugins and enable it. Wait some time for it to activate, and you’re good to go.

Thanks. I tried it, but it doesn’t seem to be exporting for some reason.

I got a .rip file from an exe game, used Noesis to turn it into an OBJ file and then used Blender to make it a PMD file and it doesn’t even show up in the folder! And I tried to make it a .x file and that doesn’t show up in MMD! I don’t know what I’m doing from.

FWIW, I believe Blender has a native export to .x file (although it may require enabling a built-in addon, I can’t remember.) Obj files don’t have much in the way of extra info like weights, just vertices, UVs, and textures, so an .x file is fine for that.

FWIW, I’ve had problems with the PMXE import from .obj feature myself. I suspect it’s not implemented very well.

As far as exporting to .pmd, it sounds like it’s not getting exported whatsoever. The usual reason for this is that MMD Tools doesn’t know what it’s supposed to be exporting (but you should check the Blender console for error messages too.) You’ll need to join a mesh to an MMD model in Blender for it to get exported. You can do this via the attach meshes button or by parenting the mesh to the armature of an existing MMD model. For more information, check out the wiki, which I linked above.

Once you do that, take care with your objects, how you join and separate them. If you are trying to combine multiple models, instead of just editing a single model in Blender, save and export often, just to make sure you haven’t done anything that will break it. I recommend you import everything you’re going to need into a single PMX to take into Blender, and then only use the objects in that file– not even any primitives! That’s the safest bet, at least.

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